#Keep Inflation Down - Market Tax

179 messages · Page 1 of 1 (latest)

hushed storm
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Market Taxes are used in many games to keep the amount of inflation down.
10% minimum tax rate

Should be implemented here with other gold sinks. Carpentry I thought would be a sink but the last tier making the gold amount 0 defeated it.

devout cypress
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I agree, but please no more then 1% then see how the market moves and make more adjustments later

cold axle
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we definitelly need a way to fight this inflation, balancing jobs wont do the work, we need actual ways to take out gold from market

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new system or something

ionic pumice
ionic pumice
cold axle
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the problem are the profesions wich can sell very high value to npc

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thats causing the inflation

ionic pumice
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Make it a player driven economy

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Look what the tools are worth now that he took them off market

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Do the same with weapons. Make things destructible

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Have 100 titanium bars to repair 1% of a godly weapon

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Resource sinks are missing.

cold axle
ionic pumice
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Or any item and have an item value for each thing.

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I have an alt dedicated to cutting wood.

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It won’t ever make as much as someone who does mining/smithing or anything else right now.

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I like the idea of using resources to get a buff that has an increased chance of chests.

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That lasts like 1hr per x number of items.

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Then close the NPC selling entirely and let the market adjust.

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Only have gold come from combat/chests

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And make combat much harder.

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You shouldn’t be able to have the 0% hit on bosses

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Or the dragons

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That would fix the game honestly. Right now if we keep going at this rate we will have godlike gemstones be worth 100mil in 2 weeks.

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6-8-10m now it’s going to jump to 12-14 ect

devout cypress
cold axle
devout cypress
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One more idea is to add clan tax for all trades while also add a scaling (whit the buffs) clan maintenance. And let it be adjustable 1-5%

cold axle
thorn prairie
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5% truew

solid raft
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tax can be a double edge weapon in a game with infinite resource

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the tax will be imposed onto player directly

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if a commodity used to go for 100, now it will go for 110 to maintain the same price

devout cypress
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Its more on demand and supply then the tax price, as you can now see whit the ore price crashing, and the price for low end smiting items (oversupply due to no demand) But an item can easily be taxed 3-5 times if it gets fliped. I bet on average a Trilion gold gets moved back and forth between players over trade every day. Whit 1% that 10 Billion out of the system

cold axle
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but if you add the safe trade from friends not from safe guild, and the trade between alts in a safe way not in same guild, then you just add tons of gold getting out from game every second

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the price of every items going up "5%" only to get the same amount of gold wouldnt matter in the long run, bringing out gold on every transaction will just make the inflation slow down a little on increasing

mossy geyser
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I agree with this but it should be when you list an item. That way buying up all the cheap items and increasing the price is risky as if it doesnt sell you could have to relist lower and pay the tax twice.

daring dune
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it should be when you list an item, but I agree

sharp flax
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I agree, 5% market listing tax from total sell price of item(s) would be a nice way to combat inflation. Also it would stop a lot of players from relisting items to undercut prices.

If I want to list an item(s) for a total of 100g it should cost me 5g, and 1mil should cost 50,000g. etc

gritty zephyr
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just seen this and thought ide say this games that tend to tax a market place and have additional ways to transfer loot between players (guild vault) "would" end up being more of a headache having to deal with players complaining about being scammed through value trading to avoid tax , Easily fixed obstacle though just wanted to point it out(also capping how much gold can be made daily vendor selling could help)

mossy geyser
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Not sure i agree with daily cap on vendoring as this could allow prices to drop below their vendor price.
Definitly the market listing could lead to people being scammed but that would just have to be if you get scammed that way then tough luck maybe. Like a note saying are you sure before you send gold or items maybe?

elfin garnet
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Market tax would just make players not use open trade anymore. It would all just be sent via private trade. The vendoring with horsey and negotiation is what's causing this to happen.

gritty zephyr
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i feel like removing gold drops from chests would help too thats gotta be a huge influence

still totem
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the inflation can be fixed by a certain amount* per items

gritty zephyr
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alright so the way i see it is we just need more coin dumps currently theres inventory space and stuff like that theres always gonna be ways to bring loads of coins into the economy (chests,vendorselling,combat farming,plundering) im fairly certain tax wont work since there will be more coins being brought in then taxed imo(quick example say you buy/sell a seed for 100 get taxed 10 (buyer or seller) grow the seeds chances are you can already atleast 3x that 100 coins in fruit vendor value generated out of thin air)

sharp flax
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Limiting price changes in market is another way to go. For example an item average sell price is 10000g, it can be listed 25% max below (7500g) or 25% max above (12500g) and make the lowest possible price the npc base sell price. The average sell price would need to be tracked and updated regularly. (daily at most) This would stabilize prices in market, but im not sure if it would solve the inflation of items or gold.

gritty zephyr
elfin garnet
stone mauve
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combat is EXACTLY what is causing inflation. that and plundering. you literally create hundreds or thousands of gold in seconds with them.

compact lantern
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pretty sure when I sell titanium plate bodies to the vendor for 200m that's doing way more damage than either combat or crafting in the same time period lol

stone mauve
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From experience. You need enticing ways to remove gold.

Along with taxes.

  • Lotteries where people can purchase tickets, for 10k.. at the end of lottery, 50% is deleted, the other 50% goes to winner

  • 1% tax on market

  • all npc sales should be 1gp. To encourage market trading, increasing amount going to taxes

  • customizations for characters that double in cost each tier. Such as titles, fame, other metrics to judge eachother against one another.

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@compact lantern youre also deleting resources when you do that. Keeping the player market in check for those items.. if youre referring to selling to npc.. if youre referring to selling on the player market, youre not creating or deleting anything. Youre just transferring your resources for someone elses gold. The same amount exists, its just who has what on their account.

compact lantern
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just saying that gold generation from smithing far outpaces gold generation from either combat or plundering

elfin garnet
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By alot

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Gold from combat isn't that good

stone mauve
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Havent gotten smith that high up yet.

Regardless of WHAT creates the gold. The issue is nothing removes the gold besides a few upgrades.

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Effective way to immediately remove millions of gold is a 50% lottery. 50% goes to winner, other half deleted.

icy heart
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This is the notable drops from vampires over 30k kills, chests and keys are assuming highest worth vendor drop/gold (minus gem). Totaling 31.5m or about 1045gp per kill

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Minus food costs and/or arrows if archer

stone mauve
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I was not saying there arent other ways to generate gold, or that combat is the best way.

I was arguing that combat does in fact, create gold without much sinking out in return.

You still have to remove the gold, without a cap (like how the upgrades stop at certain tiers, once everyone gets everything)

icy heart
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Read that again and tell me it doesn't sound exactly like what you were saying lmao
Again you have both food and arrows being deleted constantly on top of the 123M worth of market upgrades

gritty zephyr
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i feel like the only 2 gold generating activities should be plundering and base combat gold loot that should keep a steady amount coming in besides these gold drops should be removed from chests and vendoring items should no longer be a thing maybe a guild incentive to recycle items could help with item inflation throw a slight tax on market and things should be fine

still totem
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ngl tho gold drops is quite trash and at the highest fighting area/not the bosses, give the same money as the lowest lvl ones, making the fighting at the highest level not really worth except for refinement stones

still totem
elfin garnet
still totem
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hmm just cook something like fast to make

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or just pufferfish

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since the higher the fish you cook the better healing you get

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its the fastest food you can get other than spending a lot of money just to get burger if you dont have premium

elfin garnet
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Anything below angler and you risk death as a mage

still totem
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hmm for mage its hard ngl

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since i used to be a mage

elfin garnet
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You place in leaderboard?

still totem
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nope

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i dont

elfin garnet
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Ah it gets better after 100 but it's still outrageous

still totem
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for mage its

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1751

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so yeh in terms of food meh

elfin garnet
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I'd wake up dead if I logged out on cerb with that food

still totem
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XD

elfin garnet
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Buff mages

still totem
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hmm ngl tho

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the problem with combat is that we dont have skills

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to make combat a lil bit easier/interactive

elfin garnet
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We got off topic so to bring it back the man that posted this didn't understand that vendor is biggest problem with horsey and negotiation pot and he hates combat for some reason and blames combat

still totem
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mhm

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negotiation pot should have a bit big buff like 50% sell price to non player

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to make some stuff better to sell in stores than players

elfin garnet
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With horsey and potion I've seen people make over 200m in one sell

floral gazelle
# stone mauve combat is EXACTLY what is causing inflation. that and plundering. you literally ...

i feel like youve never done combat. i have 3 combat accounts and i make less than all of the skillers in my guild. Combat comes with food cost (and arrow cost if youre an archer) and the mobs dont really drop much gold, its mostly just items that we have to sell to other players. The only time i make a decent amount is if the keys i get drop anything, but even still bosses have a way higher food cost and ive come out of 50 boss keys with a net loss if you factor in food and arrows

mossy geyser
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I dont think we should be arguing about what makes the most money.
This is a discussion on how there could be more gold sinks in the game.

I love the idea of a lottery and also a 1% tax on market. Simple small things that can remove a bit of the gold from economy so prices dont continually skyrocket

gritty zephyr
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^ both of these and seen a suggestion on combat gear pages would be a nice gold sink addition too

sharp flax
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Durability on weapons, tools and gear is another way. Where you have to use gold to repair them + needs smithing or crafting skill level. If you don't meet the skill level you have to rebuy or craft gear again. Godlike can have no durability since its end game. For how long a weapon or tool should last would depend on the tier of items your skilling or combat on.
Ex: fishing puffer would do less dur dmg than tuna or fighting zombies would do less than vampires or bosses.

How long a tool would last:

  • Normal Pickaxe: copper-iron ~12hours, silver ~8 hours, coal ~6 hours...
  • Refined Pickaxe: copper-iron ~1 day, silver ~12 hours, coal ~8hours...
  • Great Pickaxe: copper-iron no dur dmg, silver ~1 day, coal ~12hours...
  • Elite Pickaxe: copper-silver no dur dmg, coal ~1 day, gold ~12hours...
  • Superior Pickaxe: copper-coal no dur dmg, gold ~1 day, platinum ~12 hours...
  • Outstanding Pickaxe: copper-gold no dur dmg, platinum ~1 day, meteorite ~12 hours...
  • Godlike Pickaxe: no dur damage for all ores
    (this is an basic example of how tool tiers and ore tiers would last)

With this the gear, weapon, tools market would reflex the repair cost vs buying a new one. There can also be a system on repairing where theres a chance to loss max durability where over time it would lead to getting a new one. An upgrade can be added to the dealership shop for less chance on losing max durability on repairing. This can make players pay other players to repair gear for them similar to how refining works.

coral girder
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How is combat an issue for gold generation? Titanium plate bodies produce gold from nothing and is the real reason this is happening. Food and arrows are not a gold sink either. They are produced and sold. The gold is transferred from one account to another. The only gold sink currently is upgrades. I have a few things I think could help for now

1 - Limit the amount of items sold to vendor per day. Max 100 items. (Not a sink but slows the process)

2 - Lower the sale price of most smithing items.

3 - A 5-10% tax on sold items would be okay but not for listing. You are only taxed on the sale.

4 - Vendor only items (Boss keys, Potions, buffs, de buffs). You could sell all sorts of vendor only items that could produce sinks and help the economy thrive

past hemlock
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This is true, make it 10% its reasonable.

"Tax the rich" ~Bernie Sanders

elfin garnet
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No don't tax the rich I need all my gold for insider tradeing

still totem
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man

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these loot drops

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quite unfair

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what i mean by unfair that the gold drop should be the same bruh

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or black dragon should be higher cuz you are fighting a dragon yknow

sharp flax
potent bobcat
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If I kill 200 an hour, get the full 200 per kill that only 40k, I smith close to million an hour to sell the vendor. Combat isn't the issue at all.

solid raft
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A clan upkeep to keep the bonus active?

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That will be a decent sink

potent bobcat
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And their timed boost. Like 10% accuracy or 50% speed boost to the tool you're using (10% for goldlike), double your chamce to get gemstones for a few hours (including goldike)

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Mobs take 10 percent more dmg, half effective for bosses

compact lantern
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upgrades should be cheaper and not permanent tbh

potent bobcat
compact lantern
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both honestly, but mostly personal for gold sinks

potent bobcat
solid raft
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But tbh..when u can afford clan boost..u def don't need them anymore

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Minus the last house, my clan already finish all house and perks

compact lantern
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it's easy enough to refund based on tier for already purchased upgrades

solid raft
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And that was done with 2person mostly with 6 acc

compact lantern
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tbh I am maxed on the upgrades except for the new toolbelt and I wouldn't mind

potent bobcat
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Oops, 3

solid raft
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My friends used to log in once a day but they dont login anymore after we got everything

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Lol

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I stay logged in on 1 acc to do farming thats all

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Rather than inflation..i think contents is also a factor

potent bobcat
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Farming sucks, I'm 98 and 99 is 15 hours with no boost and dragon seeds

solid raft
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Im 110 104 and 101 i think lol

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Its not that bad compare to..fishing maybe

potent bobcat
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All three farming ??? Yikes

solid raft
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Ye

compact lantern
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fishing is better if you count the cooking xp

solid raft
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I would have diamond enchant all of them

potent bobcat
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Woodcutring. That's my nightmare

solid raft
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But i dont have money

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😆

potent bobcat
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Redwoods are useless and logs are cheap enough to where I don't mind buying them.

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I have 5k dragon fruits just waiting to be used

spice acorn
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only having one account per IP would help keep the inflation down

sharp flax
spice acorn
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3% tax works well in most games.

mossy geyser
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How about a buff thats purchaseable with gold that gives an XP buff for a certain amount of time.

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Make it scale with total level or something along those lines and get more expensive as you get to the top tier

potent bobcat
wise drum
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You mean inflation like premium tokens are more and more expensive? its because people are greedy.if you need it you will buy anyway even if it is expensive

potent bobcat
wise drum
potent bobcat
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Everyone wants a gold sink and i agree there should be one. Taxing is not it.

wise drum
potent bobcat
wise drum
sharp flax
# wise drum You mean inflation like premium tokens are more and more expensive? its because ...

Tokens aren't the problem since it's bought with money or players gold. So it's just gold being traded between players to buy a one time use item. The players that are buying them with money and selling are going to use that gold on the player shop or on upgrades etc. The prices will go up on those when demand isn't high enough, but when iOS comes they might become lower with the new demands.

wise drum
sharp flax
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We are talking about the gold that comes from the void. Which reduces the value of gold that inflates the gold prices since there is more gold overall.

wise drum
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Ohh I see. You mean when you sell stuff to the "npc" and get the gold, that is wrong?
So you think it should be harder to get money? Btw that's the only way to get money in the game is from the game. You can get it from chest monsters or selling things to the "game store"

sharp flax
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Yes we will always need some ways to get gold from outside the player shop, but one time purchased upgrades willnt be enough to fight the long term gold inflation. That's why we need repeating gold sinks like shop taxes or buff that you buy with gold etc to take the extra gold away from the player shop.

wise drum
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I don't think so you need to artificially try to manipulate the prices. The demand and supply will always change price. It's not so easy to do so anyway. Could cause the opposite effect. The rich get even richer and poor more poor. I don't believe this method.
Even though all the prices went up,still everything went up so there was a basic balance in it. That's my opinion. I'm against this tax thing. I can understand you see differently the things.

rare rune
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market tax is good to prevent market manipulation.

If you have a 5% tax when selling goods nobody will buy x item for 95 and then sell for 100 as it will not return a profit for them, so there will be no reason to raise the price by manipulating the market.

OFC super rich ppl will still do it, but they will lose a lot of money in the process. -> it is kinda like taxing the rich

elder juniper
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im thinking price brackets, working on right up now but similar to how Black Desert Online market system works high and low end for each item, allows people to make coin from buy low sale high but prevents crazy changes overall

flint hatch
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10% would be wild

sharp flax
# elder juniper im thinking price brackets, working on right up now but similar to how Black Des...

Black Desert Online has a good market system.
I love how you can place pre orders and if players sell a item same price or lower than the pre order it automatically gets sold to the highest pre order. If there are multiple players that placed the highest pre order at the same price, then the item is sold randomly.
They also have commission sells tax of 30% and 5% tax from clan that owns the region, so 35% taxes but if you have value pack (premium sub) tax is reduce by 30% which is ~15% total.
I'm not saying to have taxes that high but its possible to have lower taxes on premium players than normal players as a bonus. The pre order system would be a huge QoL feature.

If you want to read about it: https://www.naeu.playblackdesert.com/en-US/Wiki?wikiNo=47#:~:text=The Central Market is the,menu (hotkey%3A Esc).

flint hatch
# sharp flax Black Desert Online has a good market system. I love how you can place pre orde...

Changing it to be more like the RS GE would be nice yeah with buy requests and sell requests, problem is thats a PITA in the coding department tbf ive seen a few games attempt and give up on such a feat. but with that it would be nice to set the tax on the buy offers and sell offers rather than the people who are fulfilling those offers. Im still arguing for a 1-3% tax max and rebalancing of the ingame vendor system

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Also unsure i havent played BDO in a long while isnt there a non-centralized market by region that also offers less tax?

sharp flax
past hemlock
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Tax the rich.

sharp flax
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Orphanage system, players donate gold to reach a daily goal. When the goal is reached there is a 2 hour buff to all players that donated for gold drops, exp, item rarity drop rates, and chest rarity rates. When the goal isn't reach it still progresses the next day.

This could be a completely optional gold sink which everyone benefits from.

We could change it to a weekly goal that buffs 2 days of the weekend or something. Donating can also be a clan/personal quest. Add leaderboards for top donators.

screenshot from simplemmo

delicate path
# ionic pumice 10 is too high should be lower.

general taxes in games have been a 5-7% on items. the more money an item sells for the higher the tax should be. example 1 mil = 10% 5 mil 15% 10 mil 25%

when selling bulk smaller items the tax should still apply. selling ores valued at 1 mil = 10% tax..

ill let the math wizards figure that number out

mossy geyser
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I think something definitely needs to happen. If you just look at gemstone prices over the last few days they have increased by 50-100% for some of them

sharp flax
sharp flax
mossy geyser
flint hatch